Summary
WhileNier: Automatahas proven to be one of the most generation-defining action RPGs of the past few years for many players, few might be familiar with the title that created its entire franchise in the first place,Drakengard. Following two decades since its North American release for PS2, it’s clear that the legacy of Yoko Taro’s first major project has largely outshined the original game itself. Considering the landmark popularity ofNiersinceAutomata’s release, however,Drakengardhas still found appreciation among fans who recognize its sense of style and distinct place in its creator’s artistic evolution.
Developed by the now-defunct Cavia under Square Enix in the early 2000s, the game known asDrag-On Dragoonin Japan featured a unique blend of air and ground combat alongside a darker tone than most RPGs at the time. Through the journey of Caim, his dragon Angelus, and a cast of flawed supporting characters,Drakengardsees the player reaching one of several ending routes in a manner that would establish the formula of future titles in the series. Learning thatNieris a spin-off ofDrakengardmight not be too surprising in a genre that can feature some complex narrative connections, but the way that the franchise which would ultimately becomeAutomatawas launched is an example of an absurd joke growing into a creative achievement.

Drakengard Was the Beginning of One of Gaming’s Strangest RPG Franchises
The Unique Personality of Drakengard Kicked Off Yoko Taro’s Career
He was involved in the video game industry prior to its release, butDrakengardwas the first project thatseries director Yoko Tarowas able to truly lead with his own vision. The lasting impact of this game’s grim world and troubled, controversial characters has overshadowed its somewhat dated gameplay to many, but it was clear even at this point that Taro and his collaborators had something bold to offer the RPG genre. The clunkiness of transitioning between riding a dragon and being knocked down into cutting down groups of enemies on the ground can make it tough to approach, but the story ofDrakengard, and the legacy it birthed, could also make it worth checking it out for some.
The Lesser Known Period Between Drakengard and Nier: Automata
While the franchise would continue following the relative success of the first game, Yoko wouldn’t end up leadingDrakengard 2in 2005, a game which has since been retconned to exist within its own timeline. The firstNierwouldn’t arrive until 2010, and it wasn’t nearlyas successful asNier: Automatawould later be, leaving the director’s career in an uncertain state for years.
2013’sDrakengard 3was a prequelthat served as a Yoko Taro-approved follow-up to the first game during this interim, and it’s generally seen to be a more accessible experience than the original, despite its crass humor. That title was heavily based on furthering the connection with theNiergames as a prequel, but the overall context of how this lore came to be may be one of the most bizarre in all of gaming.
The Nier Series' Origins in a Secret Drakengard Ending
The Unforeseen Consequences of Drakengard’s Ending E
Drakengardstarted a series trend by featuring multiple endings, ranging from A to E, which all had dubious status in the canon at the time. Ending A served as the basis forDrakengard 2, but E was actually the impetus for the firstNier. In what was first conceived as a joke sequence by Yoko Taro, Caim and Angelus enter a portal that transports them from the game’s dark fantasy world into modern-day Tokyo where a rhythm game-esque final boss battle occurs. They are then shot down by fighter jets in a way that mirrors the tragedy ofDrakengard’s other endings, with this entire incident producing the substance that would causeNierReplicant’s White Chlorination Syndrome. It was never intended to be the basis for Yoko Taro’s future best-selling work, but this “joke” ending is just one aspect of the experimental style that first blossomed inDrakengard.